
I hope my opponent’s never read my blog since I’m taking about all the ideas and synergy that makes a harlequin based army work. Oh well…
One of the key aspects to rocking with the clowns is to bring your opponent down to your level- on foot, and engage them on that holding. This is one of the reasons Tyranids always fail vs. clowns- they have no “mech” to begin with. Combined with flip belts and terrain + fleet it is easy to get the drop on a unit and wipe them out. Conversely if your opponent is meched up they can pick the when and where to engage you, not good.
Due to the nature of the army build my target priority is not dakka tanks and the like since they can’t reliably see or shoot me- harlies with VOT, pathfinders with the 2+ save plus fortune, wraithlords behind cover. Priority as stated is on transports which try to get taken out at three ranges.
The first range is at 36”+ with my missile launchers and brightlances on the wraithlords assisted by guide from Eldrad. Next range up is 18”-24” with the Death Jesters and eldritch storm, and then 6” with the fusion pistols. I’d rather it not get the pistol range since this is where my opponent can bypass veil of tears, but one has to have a solution for it. In terms of getting my opponent on foot, I only need to “stop” the transport so immobilizing is just as good as destroying it. Once my opponent is on foot, then it is time to send in the clowns!
One of the key aspects to rocking with the clowns is to bring your opponent down to your level- on foot, and engage them on that holding. This is one of the reasons Tyranids always fail vs. clowns- they have no “mech” to begin with. Combined with flip belts and terrain + fleet it is easy to get the drop on a unit and wipe them out. Conversely if your opponent is meched up they can pick the when and where to engage you, not good.
Due to the nature of the army build my target priority is not dakka tanks and the like since they can’t reliably see or shoot me- harlies with VOT, pathfinders with the 2+ save plus fortune, wraithlords behind cover. Priority as stated is on transports which try to get taken out at three ranges.
The first range is at 36”+ with my missile launchers and brightlances on the wraithlords assisted by guide from Eldrad. Next range up is 18”-24” with the Death Jesters and eldritch storm, and then 6” with the fusion pistols. I’d rather it not get the pistol range since this is where my opponent can bypass veil of tears, but one has to have a solution for it. In terms of getting my opponent on foot, I only need to “stop” the transport so immobilizing is just as good as destroying it. Once my opponent is on foot, then it is time to send in the clowns!
